About this mod
Wake the f*** up vault dweller, we have a wasteland to burn!
- Requirements
- Permissions and credits
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Translations
- Ukrainian
- Russian
- Polish
- Changelogs

A powerful and highly customizable hand cannon with its own unique features, built to shred anyone unfortunate enough to be in the end side of the barrel.
Unique Trait "Rockerboy's Prime" (detachable):
Highlights living targets and ignores 30% of their damage resistances when aiming down sights. Hip fire consecutive hits deals more damage.
The Flamer:
You can spend 2 bullets to perform a special fire bash attack igniting targets causing 10 points of fire damage per second for 5 seconds (50).
Such damage ignores 100% of the target's resistances and stacks but it cannot scale with anything due to engine limitations.
OBS: The flamer's contact damage is applied as a bash attack, so it scales with any perks and/or legendary effects that modifies bashes in general.

To use it, you need to set-up the hotkey in the MCM menu:

NOTE: If you have less bullets than the required amount or none, the weapon will reload when pressing the flamer hotkey.
Weapon Attachments:
Receivers: 4
Barrels: 4
Grips: 4
Magazines: 6
Muzzles: 4
Sights: 4
Laser sights: 2
Laser sight colors: 8
Reflex sight crosshair colors: 8 (+8 holo colors if using Arasaks's Kanetsugu)
Skins: 5
Features being worked on:
Third person reload animations (In progress): CP2077 doesn't have 3rd person animations, ill try my best to re-retarget the 1st person ones.
Simplified version for consoles (On hold): There is a lot of people that actually plays on console so i will be making a dedicated version for it.

Animation Variants (based on CP2077's patch 2.13):
Equip: 2
Firing: 3
Reload: All 3 partial and empty (of course Tactical Reload is required for the partial ones)
OBS: Animations can be switched over at the weapons workbench.



















A certain rogue scientist from the institute holds the only piece available in the whole commonwealth, so pack some extra RadX and go find it!
If you don't feel like going after it, there is an option in the MCM menu to get the weapon on the fly.


All ESPs are ESL flagged.
Patches available for:
Tactical Reload
Casing Framework
Munitions - Ammo Expansion Project
This weapon uses .50 Cal so i would advise you to consider using Casing Framework so that you don't see the ugly vanilla casing being ejected.
Power armor:
Power armor uses adjusted third person 10mm animations and is fully functional both in first and third person.
Tools used:
3ds Max 2013-2015
Blender 4.1
WolvenKit 8.14-8.15
Adobe Photoshop 2022
Adobe Substance 3D Painter
NVIDIA Texture Tools 2024.1.1
Audacity
FO4 Edit
Fallout 4 Creation Kit
Credits:
Cyberpunk 2077 by CD Projekt RED models, decals, animations and sounds
LuBuCake (Me) textures, a few other sounds, rip, port and everything related
Enjoy! 😁

Version 1.01:
Hotfix 2: Added the vanilla attach point "ap_Legendary" for legendary effect attachments, you still need something like Legendary Effect Overhaul or similar to attach LEs independently.
New*: Added an alternate version for the "Rockerboy's Prime" internal module that doesn't have the "ADS Targeting HUD" effect embedded into it, craftable at the weapons workbench.
Version 2.0:
Hotfix 2: Increased the total damage and range that some attachments provide.
Hotfix 3: Completely removed the sighted transition debuff from all reflex sights.
Fixed*: Fixed animation errors in a few first person animations.
Fixed*: Fixed the projectile node not being present in the muzzle attachment meshes.
Fixed*: Fixed the PA's Tesla Right Arm obscuring the player's vision when aiming down sights.
Fixed*: Fixed a conflict that was occurring with another Malorian Arms 3516 mod due to the plugin's FOMOD internal name.
Changed*: Changed the "Pink" color variants to "Orange" since the game was rendering them pretty much purple all the time.
Changed*: Removed the grip's handle from the receiver mesh and included it in all grip meshes, also remade their textures from scratch with Substance Painter.
Changed*: Changed all file paths to be hard-set to this mod's default paths reducing to none the risk of conflicts with my future Cyberpunk 2077 ports.
Changed*: Changed all plugin file names to follow my overall naming convention for future mods.
New*: Added a few QoL options in the MCM menu.
New*: Added the "Marble" grip and the "Gauss Amplifier" muzzle as new attachment options.
New*: Added the "All Black", "Black Gold" and "Black Chrome" as new skin options.
New*: Added the "Flamer" and the "Inspection" as new events for the weapon, you can set the hotkeys through the MCM menu.
Version 2.01:
Version 2.02:
Fixed*: Fixed the Casing Framework shell casing mesh collision which was attached to main nif node instead of the mesh itself.
Tweaked*: Tweaked the flamer's particles to cover a broader horizontal area.
Tweaked*: Tweaked all crosshair color options to be less bright. It was very difficult to look through them when using IS mods like NAC X without a proper ENB.
Changed*: The Rockerboy's Prime Targeting HUD is now an optional feature that can be toggled in the MCM menu, ON by default.
Changed*: The Kang Tao reflex sight's glass should now be black like it's default counterpart in Cyberpunk 2077.
Version 2.03:
Hotfix 2*: Decreased the flamer's fire damage from 15 per sec for 5 secs (75) to 10 per sec for 5 secs (50).
Hotfix 3*: Increased the weapon's base range by 30, all barrels now grant +25 range per level, capping at 175 without perks/legendary effects.
Tweaked*: Tweaked the gauss amplifier chrome skin colors to have the same palette as the other attachments.
Changed*: The flamer now applies its contact damage as a bash attack, enabling damage scaling with perks/legendary effects.
New*: Remade all the weapon's and attachment's textures, they should now look way closer to their default appearances in Cyberpunk 2077.
New*: Added the "Recon Laser Sight" as a new "Laser Sight" attachment option.
IF YOU ARE UPDATING FROM 1.xx:
Second, when updating uninstall the old version first to prevent problems with your mod manager!
Third and last, i had to change lot of stuff in the ESP to accommodate the new events (Flamer/Inspect), in result to prevent broken guns in existing saves i decided to change the main ESP name. With that in mind, for the sake of everybody's time, I've included an option to get the weapon on the fly through the MCM menu, you can still get it in Virgil's lab though, even if you got it already using any pre 2.0 version on your existing saves.